diff --git a/src/main/java/WayofTime/alchemicalWizardry/common/renderer/model/ModelBloodAltar.java b/src/main/java/WayofTime/alchemicalWizardry/common/renderer/model/ModelBloodAltar.java index 82a9d3b7..9634a1ce 100644 --- a/src/main/java/WayofTime/alchemicalWizardry/common/renderer/model/ModelBloodAltar.java +++ b/src/main/java/WayofTime/alchemicalWizardry/common/renderer/model/ModelBloodAltar.java @@ -31,29 +31,29 @@ public class ModelBloodAltar extends ModelBase public void renderBloodAltar(TEAltar altar, double x, double y, double z) { - float scale = 0.1f; - // Push a blank matrix onto the stack - GL11.glPushMatrix(); - // Move the object into the correct position on the block (because the OBJ's origin is the center of the object) - GL11.glTranslatef((float) x + 0.5f, (float) y, (float) z + 0.5f); - // Scale our object to about half-size in all directions (the OBJ file is a little large) - GL11.glScalef(scale, scale, scale); - // Bind the texture, so that OpenGL properly textures our block. - FMLClientHandler.instance().getClient().renderEngine.bindTexture(altar_texture); - // Render the object, using modelTutBox.renderAll(); - this.renderBloodAltar(); - // Pop this matrix from the stack. - GL11.glPopMatrix(); +// float scale = 0.1f; +// // Push a blank matrix onto the stack +// GL11.glPushMatrix(); +// // Move the object into the correct position on the block (because the OBJ's origin is the center of the object) +// GL11.glTranslatef((float) x + 0.5f, (float) y, (float) z + 0.5f); +// // Scale our object to about half-size in all directions (the OBJ file is a little large) +// GL11.glScalef(scale, scale, scale); +// // Bind the texture, so that OpenGL properly textures our block. +// FMLClientHandler.instance().getClient().renderEngine.bindTexture(altar_texture); +// // Render the object, using modelTutBox.renderAll(); +// this.renderBloodAltar(); +// // Pop this matrix from the stack. +// GL11.glPopMatrix(); } public void renderBloodLevel(TEAltar altar, double x, double y, double z) { - GL11.glPushMatrix(); - float level = altar.getFluidAmount(); - GL11.glTranslatef((float) x , (float) y + 0.6499f + 0.12f * (level / altar.getCapacity()), (float) z); - FMLClientHandler.instance().getClient().renderEngine.bindTexture(TextureMap.locationBlocksTexture); - renderBloodLevel(AlchemicalWizardry.lifeEssenceFluid.getStillIcon()); - GL11.glPopMatrix(); +// GL11.glPushMatrix(); +// float level = altar.getFluidAmount(); +// GL11.glTranslatef((float) x , (float) y + 0.6499f + 0.12f * (level / altar.getCapacity()), (float) z); +// FMLClientHandler.instance().getClient().renderEngine.bindTexture(TextureMap.locationBlocksTexture); +// renderBloodLevel(AlchemicalWizardry.lifeEssenceFluid.getStillIcon()); +// GL11.glPopMatrix(); } public void renderBloodLevel(TextureAtlasSprite icon)